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MSL vs/fs shaders use spirv-cross
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@@ -1,5 +1,5 @@
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vec3 a_position : POSITION;
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ivec4 a_indices : BLENDINDICES;
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uvec4 a_indices : BLENDINDICES;
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vec4 a_color0 : COLOR0;
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vec2 a_texcoord0 : TEXCOORD0;
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